Documentation

VFX Vault Documentation

VFX Vault is a Unity Editor browser for visual effects. It scans your project, builds a catalog, generates thumbnails, previews selected effects, and helps you organize everything with categories, tags, and favorites.

  • Project scanning
  • Catalog system
  • Thumbnail generation
  • Interactive preview
  • Categories and favorites
01Getting Started

WHAT IT DOES

VFX Vault indexes supported prefabs, builds a catalog, and gives you a dedicated browser for reviewing effects without fighting the Project window.

What the tool does

  • Scans the project for supported VFX assets.
  • Builds a persistent catalog for fast browsing.
  • Generates thumbnails for visual selection.
  • Shows a larger interactive preview in the inspector.
  • Stores user metadata such as categories, tags, and favorites.

Who this is for

  • Unity creators browsing and organizing VFX libraries with VFX Vault.
  • Studios importing third-party packs who need a single catalog-driven browser.
  • Technical artists and VFX leads reviewing effects without hunting the Project window.

Supported asset types

  • Currently supported: prefab assets containing a ParticleSystem.
  • Not active in this version: VFX Graph support.
  • If a prefab does not contain a particle system, it will not be indexed by the current scanner.
Core idea

The catalog is the center of the tool. The scanner fills it, the browser reads it, the thumbnail system decorates it, and the preview system uses it to load and inspect the selected asset.

02Using the Browser

DAY TO DAY USE

The window is organized around a three-panel layout. Each panel has a single job so the flow from scanning to previewing stays uninterrupted.

  1. 01

    Open the browser

    Open the VFX Vault window from the Unity Editor menu (see the package readme for the exact menu path). From there you can rebuild thumbnails or focus the catalog asset when the tool provides those actions.

  2. 02

    Navigate the layout

    The interface is built around three columns: a category sidebar, a card-based browser area, and an inspector preview panel for the selected asset.

  3. 03

    Search and filter

    Search text, selected category, and favorites mode combine to determine the visible result set. The window caches filtered results and schedules certain refreshes to stay responsive.

  4. 04

    Paginate results

    Page size can be manual or automatic. In Auto mode, the tool calculates how many cards fit based on current browser width, spacing, and card size.

  5. 05

    Inspect a selected effect

    The inspector area shows a larger preview, metadata, favorite state, tags, category assignment, and utility actions like pinging, opening, or refreshing the selected asset.

Sidebar

Panel

Browse folders and categories, create new ones, rename them, delete them, and assign assets into category nodes.

Browser area

Panel

Search entries, browse cards, view favorites, change page size, switch pages, and optionally use hover previews.

Inspector

Panel

Preview the selected effect, change quality, pause or restart playback, edit tags, mark favorites, and save metadata.

03How It Works

CORE LOOP

Under the hood, the tool follows a predictable sequence: open, scan, catalog, render, preview, persist. Each phase hands off to the next so browsing stays fast and your library stays consistent.

01

Window opens

The browser loads or creates the catalog asset, builds the UI Toolkit layout, and applies the packaged stylesheet.

02

Scanner runs

The scanner finds supported prefabs in your project, then creates or updates the matching catalog entries.

03

Catalog drives the UI

Each entry stores asset metadata such as GUID, path, category, tags, favorite state, and thumbnail hashes.

04

Thumbnails are generated

The thumbnail system renders off-screen previews and saves PNG thumbnails under the generated asset folder.

05

Preview sessions load

When an asset is selected, the inspector preview session loads it into a hidden preview setup for orbiting and playback.

06

User metadata persists

Favorites, category assignments, and tags are stored in the catalog and survive editor restarts.

04Architecture

SYSTEM OVERVIEW

Discovery, catalog storage, the browser window, and preview thumbnails are separate concerns that stay in sync through the catalog. You work entirely inside the Editor UI; you do not need to touch any packaged files.

Data flow
  1. Discovery
  2. Scanner
  3. Catalog
  4. Browser UI
  5. Preview and Thumbnails

Main data model

Indexed asset types, folder and category nodes, individual library entries, and the persistent catalog ScriptableObject work together. That catalog is the long-lived record of what the tool knows about your project.

Why the catalog matters

The catalog is the persistent database the browser reads from. Scanning, thumbnails, and previews all stay aligned by reading and updating that single serialized store.

05File Reference

PACKAGE MAP

The package is distributed as a finished Unity Editor tool. Unsupported changes to shipped sources may break updates or licensing expectations. The module list below is for transparency only.

NowBrowserWindow.cs

Main Editor window and UI controller. Builds the UI, handles search, filtering, pagination, selection, preview controls, dialogs, overlays, and metadata save flow.

NowBrowserWindow.uxml

UI Toolkit layout file. Defines the structure of the sidebar, main browser area, inspector panel, modal dialogs, and loading overlay.

NowBrowserWindow.uss

Window stylesheet. Controls visual identity including panel surfaces, card states, sidebar styling, headers, buttons, dialogs, and layout spacing.

NowAssetAdapters.cs

Asset-type discovery layer: determines which prefabs in the project qualify for indexing. The shipping build focuses on Particle System content.

NowLibraryCatalog.cs

Defines the tool's serialized data structures: asset types, category or folder nodes, library entries, and the persistent catalog ScriptableObject.

NowLibraryScanner.cs

Runs project scans, updates entries, keeps the catalog in sync, handles missing assets, and applies category seeding rules for newly discovered content.

NowThumbnailGenerator.cs

Creates and persists thumbnails using preview rendering. Manages content hashing, rebuild logic, framing, simulation, and thumbnail file output.

NowLibraryPreviewSession.cs

Owns the interactive inspector preview. Instantiates the selected prefab in a hidden preview environment and supports orbit, pan, zoom, playback, and quality modes.

NowCardHoverParticlePreview.cs

Handles lightweight hover previews used on cards when live motion previews are enabled in the browser.

NowLibraryAssetPostprocessor.cs

Reacts to imported or moved assets, applies import settings to generated thumbnails, and schedules pending-import evaluation for new VFX content.

NowLibraryPendingImportNotifier.cs

Tracks new supported content roots and shows a browser banner so the user can decide when to rescan rather than having automatic changes happen silently.

NowLibraryEditorTheme.cs

Centralizes editor-side theme values, icons, and styling helpers for the packaged window.

NowLibraryUtility.cs

Shared helper layer for paths, catalog creation, migration, folder setup, hashing, safe saving, tree helpers, and editor persistence support.

06Troubleshooting

WHEN SOMETHING BREAKS

Most issues fall into a handful of recurring patterns. Start here before digging into logs; the common ones are covered below.

01A prefab does not appear in the library
Make sure it is a prefab asset, contains a ParticleSystem, has been included in a rescan, and is not hidden by search, category, or favorites filtering.
02The thumbnail is blank or outdated
Try refreshing the entry or rebuilding thumbnails for the current category or for all entries. This usually resolves stale or missing preview images.
03New package content is not showing
The pending import banner may be waiting for user action, or the imported prefabs may not contain ParticleSystems that the current scan rules include.
04The inspector preview feels expensive
Switch preview quality down to Low or Medium. Lower modes reduce preview pixel scale and can improve editor responsiveness for heavy effects.
05Categories changed after a rescan
The scanner uses package-root-aware category seeding rules. Existing entries can preserve assignments, but newly discovered content may be organized based on current scan rules.
Ready when you are

Get the tool

Drop VFX Vault into an existing Unity project, rescan, and start previewing VFX prefabs in minutes.